Cannon damage is a subset of energy damage, caused by Single Cannons, Dual Cannons, Quad Cannons, Dual Heavy Cannons, and Turrets. All cannon damage is boosted by Prefire Chambers and the Cannon Training trait.

Several abilities and consoles cause non-beam, non-cannon energy damage, such as Point Defense System.

Damage resistance ratings against a specific type will always reduce damage from that type, regardless of whether the source of that damage is a directed energy weapon, an ability, or even an exotic damage ability.

Third, damage can be divided into activated and attached. And fourthly, damage can be divided into direct damage, DoTs, and hazards.[main 2][main 3]

This article or section is in need of an update.

Elaboration on how DoTs are effected by the Temporal specialization tree, and making the Hazard page

Each different energy damage type has a bonus effect, known as a proc. Most weapons come with one of these bonuses, while some rarer weapons may contain multiple, or a special one replacing the standard proc.

Direct energy s, such as Beams and Cannons, use Energy Damage. Deployable Ship Devices such as Satellite Turrets also deal Energy Damage based on the type of weapon it carries.

There are tactical advantages to using a single energy damage type primarily due to consoles giving a greater bonus by energy type (e.g. phasers) than by weapon type (e.g. beam arrays). However, some players prefer to use a wide variety of damage types in the hopes of scoring multiple proc hits.

Phaser damage is displayed as orange in color, or sometimes pale yellow. The Andorian and TOS retro versions are a blue color. The term "phaser" is an acronym for Phased Energy Rectification. A type of particle weapon, phasers damage targets with streams of nadions. Against living targets, this can be to either lethal or non-lethal effect, depending on the power of the stream. Player-acquired starships for the Federation by default come with Phaser energy weapons.

Disruptors are a type of directed energy used in weapons, and are green or dark green in color. Disruptors cause damage to the target by breaking the bonds of atoms. Player-acquired starships for the Klingon Defense Force by default come with Disruptor energy weapons.

Tetryon energy beams are blue in color. Tetryons are subatomic particles that exist outside of normal space. When brought into normal space from subspace (artificially or naturally) they become highly unstable.

Polaron are pink/purple in color. These weapons were heavily utilized by the Jem'Hadar and Breen during the Dominion War. Some Jem'Hadar Polaron ground weaponry can have bonus effects based on the Nanoenergy cell used.

Proc: 2.5% chance: -25 power to all Subsystems

Note:

Polaron Cannon Barrage is boosted by Polaron-specific consoles and Projectile Weapon Training rather than energy skills.

Antiprotons, when confined into a beam, are normally crimson with a black void border. Up close, the energy looks a lot more unstable, similar to Plasma and Tetryon energy. Undine antiproton weapons are pale yellow in color.

Protons, are whitish-blue in color. This rare and experimental weapon type fires a concentrated stream of proton particles at its target dealing moderate damage over time. This weapon is equally effective against starship shields and hull. Should a Proton Weapon land a critical hit, it has a 50/50 chance of dealing additional proton damage that completely bypasses the target's shields.

Proc: 50% chance: on critical: Additional Proton Damage (Ignores Shields)
No NPCs currently use Proton damage against the player. See the Proton-based exotic damage section below for player-usable exotic Proton sources. As for non-exotic sources:

[Subspace Field Modulator] will give -400 Proton damage resistance, much like the Ophidian Cane on the ground. Since Proton is a form of energy damage, the most common protection against it is in the form of All Energy Damage resistance or All Damage resistance ratings, such as from Neutronium Alloy. Protonic Shielding does not affect your Proton damage resistance.

Some weapons and abilities fire a stream of electricity at their target. There is not yet a consistent proc associated with Electrical damage, and indeed, the majority of it is dealt as Electrical-based Exotic Damage.

Protection against Electrical damage: Currently the only protection available is via All Energy Damage Resistance and All Energy Resistance ratings. No items provide specific electrical damage resistance.

FeedbackPulse was a type of energy damage that has since been completely retired from the game.[main 4] Below are various forms of Feedback abilities that used to deal this type of damage; they now deal the same type of damage they are reflecting:

Ship Shields may come with one or more damage resistance modifiers, each giving 20% resistance against the damage type indicated by the suffix(es) in the item name: [Pha], [Dis], [Pla], [Pol], [Tet], [Ap].

3 types of Armor Consoles provide resistance against all, or a specific subset of Energy Damage:

The various Factions deal damage types specific to them both in space and ground combat. Since defensive equipment may provide resistance against only a subset of all damage types, knowing in advance what damage to expect from a given foe and using the right equipment to counter it can increase the chances of survival.

Kinetic damage is dealt by explosive devices of various kinds. In addition to the Kinetic Damage, these weapons often have secondary effects, in some cases dealing additional Energy Damage or Exotic Damage to the target in a single hit or as a DoT or AoE.

There are several types of Torpedoes, which may vary in damage potential, flight speed, launch time, applicable modifiers and additional effects over the base Kinetic Damage, but regardless of type, all of them deal Kinetic Damage.

Mines are stationary, proximity activated target tracking explosive devices delivering Kinetic Damage to the target, and depending on type applying other harmful effects. The main difference between Mines and Torpedoes is that while Torpedoes actively pursue the designated target from the moment of launch, Mines sit still until a hostile ship comes within 4km proximity, then they pursue the target and detonate on impact.

Mines come in the same types as Torpedoes, with the same effects in addition to the Kinetic Damage they all deal.

A specialty "catch all" term used to describe damage caused by certain non-weapon (i.e not caused by Beams, Cannons, Torpedoes or Mines) consoles/abilities or damage-causing Science bridge officer abilities. These are abilities boosted by Exotic Particle Generator skill, and their potency affected by the ship's Auxiliary power level. A common feature of Exotic damage is (though not always) 50% - 100% shield penetrating Kinetic Damage. However, this form of non-weapon damage can be seen in Electrical as well as Physical and Proton damage in space.

These damage types may be inflicted by explosives or abilities during ground combat, or certain player of Bridge Officer abilities during space combat.

In space, the Kar'Fi Battleships of the Fek'Ihri Horde launch Tortured Souls that do Physical damage, the Crystalline Entity spawns fragments which do Physical damage, and The Sphere Builders utilize Temporal abilities dealing Physical damage, making these the exceptions to the "only in ground combat" norm for this type of damage from NPCs. Most forms of Physical Damage are Shield Ignoring

In space, much like Plasma and Proton damage, Radiation comes in both Exotic and non-Exotic types. Only Exotic Radiation is boosted by Exotic Particle Generators.
Specific Radiation Damage resistance in space can be found on:

In space, Proton exotic damage, boosted by Exotic Particle Generator, is not affected by the other Proton damage boosts but is affected by All Energy resistance sources. There are only two sources of actual exotic Proton damage:

Despite being a type of energy damage, the majority of Electrical damage-dealing abilities are classified as exotic damage. For the purposes of damage resistance/immunity, Electrical is nevertheless considered to be a form of energy damage. Sources of Electrical damage on the include: